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<blockquote data-quote="Falling Icicle" data-source="post: 4282702" data-attributes="member: 17077"><p>Dex 15 is also needed for the Arcane Reach feat.</p><p></p><p></p><p></p><p>Con is important for staff mastery and, more importantly, your daily number of healing surges, which wizards get very few of.</p><p></p><p></p><p></p><p>Cha doesn't govern force of will any more than Wis does. And unlike Cha, Wizards actually use Wis. Wis 13 would have been the far more sensible requirement for the feat. Instead, Control Wizards are forced to get both Wis (for orb mastery) and Cha (for spell focus). Since those attributes overlap for Will defense, it is redundant and a waste of points.</p><p></p><p></p><p></p><p>Considering how few feats there are for spellcasters, yes, I feel "some compulsion" to pick up every single one. Unless you want to get a bunch of general feats, there really isn't any other option.</p><p></p><p></p><p></p><p>I'm sorry but I disagree. It's not too good for a feat. So you get a whopping 10% extra chance that your spell might last an extra turn, if anything, it just makes the durations on spells a tiny bit less swingy. But I'm one of those people who is outraged at just how short control effects are in this edition. I'm lucky if my spell sticks for more than 1-2 rounds. Anything that helps with the horribly ill-conceived and broken saving throw system is a good thing, in my book.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 4282702, member: 17077"] Dex 15 is also needed for the Arcane Reach feat. Con is important for staff mastery and, more importantly, your daily number of healing surges, which wizards get very few of. Cha doesn't govern force of will any more than Wis does. And unlike Cha, Wizards actually use Wis. Wis 13 would have been the far more sensible requirement for the feat. Instead, Control Wizards are forced to get both Wis (for orb mastery) and Cha (for spell focus). Since those attributes overlap for Will defense, it is redundant and a waste of points. Considering how few feats there are for spellcasters, yes, I feel "some compulsion" to pick up every single one. Unless you want to get a bunch of general feats, there really isn't any other option. I'm sorry but I disagree. It's not too good for a feat. So you get a whopping 10% extra chance that your spell might last an extra turn, if anything, it just makes the durations on spells a tiny bit less swingy. But I'm one of those people who is outraged at just how short control effects are in this edition. I'm lucky if my spell sticks for more than 1-2 rounds. Anything that helps with the horribly ill-conceived and broken saving throw system is a good thing, in my book. [/QUOTE]
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